// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_local.h -- local definitions for game module

#include "q_shared.h"
#include "bg_public.h"
#include "g_public.h"

//==================================================================

// the "gameversion" client command will print this plus compile date
#define	GAMEVERSION	"seals"

#define BODY_QUEUE_SIZE		MAX_CLIENTS

#define INFINITE			1000000

#define	FRAMETIME			100					// msec
#define	EVENT_VALID_MSEC	300
#define	CARNAGE_REWARD_TIME	3000
#define REWARD_SPRITE_TIME	2000

#define	INTERMISSION_DELAY_TIME	1000
#define	SP_INTERMISSION_DELAY_TIME	5000

// gentity->flags
#define	FL_GODMODE				0x00000010
#define	FL_NOTARGET				0x00000020
#define	FL_TEAMSLAVE			0x00000400	// not the first on the team
#define FL_NO_KNOCKBACK			0x00000800
#define FL_DROPPED_ITEM			0x00001000
#define FL_NO_BOTS				0x00002000	// spawn point not for bot use
#define FL_NO_HUMANS			0x00004000	// spawn point just for bots
#define FL_FORCE_GESTURE		0x00008000	// force gesture on client
#define FL_OPENDOOR				0x00016000
#define	FL_ROTATE				0x00032000

// movers are things like doors, plats, buttons, etc
typedef enum {
    MOVER_POS1,
    MOVER_POS2,
    MOVER_1TO2,
    MOVER_2TO1,
    MOVER_STOP_1TO2,
    MOVER_STOP_2TO1
} moverState_t;

#define SP_PODIUM_MODEL		"models/mapobjects/podium/podium4.md3"


typedef enum {

    ACTOR_IDLE,
    ACTOR_CHASE,
    ACTOR_OUTOFSIGHT,
    ACTOR_PANIC,
    ACTOR_DEAD,

    MAX_ACTOR_STATES
} actorState_t;

//============================================================================

typedef struct gentity_s gentity_t;
typedef struct gclient_s gclient_t;

struct gentity_s {
    entityState_t	s;				// communicated by server to clients
    entityShared_t	r;				// shared by both the server system and game

    // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
    // EXPECTS THE FIELDS IN THAT ORDER!
    //================================

    struct gclient_s	*client;			// NULL if not a client
    qboolean	inuse;

    char		*classname;			// set in QuakeEd
    int			spawnflags;		// set in QuakeEd

    qboolean	neverFree;			// if true, FreeEntity will only unlink
    // bodyque uses this

    int			flags;				// FL_* variables

    char		*model;
    char		*model2;
    int			freetime;			// level.time when the object was freed

    int			eventTime;			// events will be cleared EVENT_VALID_MSEC after set
    qboolean	freeAfterEvent;
    qboolean	unlinkAfterEvent;

    qboolean	physicsObject;		// if true, it can be pushed by movers and fall off edges
    // all game items are physicsObjects,
    float		physicsBounce;	// 1.0 = continuous bounce, 0.0 = no bounce
    int			clipmask; // brushes with this content value will be collided against
    // when moving.  items and corpses do not collide against
    // players, for instance

    // movers
    moverState_t moverState;
    int			soundPos1;
    int			sound1to2;
    int			sound2to1;
    int			soundPos2;
    int			soundLoop;
    gentity_t	*parent;
    gentity_t	*nextTrain;
    gentity_t	*prevTrain;
    vec3_t		pos1, pos2;

    char		*message;

    int			timestamp;		// body queue sinking, etc

    float		angle;			// set in editor, -1 = up, -2 = down
    char		*target;
    char		*targetname;
    char		*team;
    char		*targetShaderName;
    char		*targetShaderNewName;
    gentity_t	*target_ent;

    float		speed;
    vec3_t		movedir;

    int			nextthink;
    void		(*think)(gentity_t *self);
    void		(*reached)(gentity_t *self);	// movers call this when hitting endpoint
    void		(*blocked)(gentity_t *self, gentity_t *other);
    void		(*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
    void		(*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
    void		(*pain)(gentity_t *self, gentity_t *attacker, int damage);
    void		(*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);

    int			pain_debounce_time;
    int			fly_sound_debounce_time;	// wind tunnel
    int			last_move_time;

    int			health;

    qboolean	takedamage;

    int			damage;
    int			splashDamage;	// quad will increase this without increasing radius
    int			splashRadius;
    int			methodOfDeath;
    int			splashMethodOfDeath;

    int			count;

    gentity_t	*chain;
    gentity_t	*enemy;
    gentity_t	*activator;
    gentity_t	*teamchain;		// next entity in team
    gentity_t	*teammaster;		// master of the team

    int			watertype;
    int			waterlevel;

    int			noise_index;

    // timing variables
    float		wait;
    float		random;

    gitem_t		*item;			// for bonus items

    // Navy Seals ++
    int			ns_team; //team for brushes
    int			ns_flags; // special entity flags
    vec3_t		move_origin;
#if 1
    char		*ns_brushname;
    int			ns_linkedClientsTime[MAX_CLIENTS];
#endif
    int			bot_chattime;
    int			spec_updatetime;

    gentity_t	*moverent;

    int			elevator_index;
    actorState_t actorState;
    // Navy Seals --
};


typedef enum {
    CON_DISCONNECTED,
    CON_CONNECTING,
    CON_CONNECTED
} clientConnected_t;

typedef enum {
    SPECTATOR_NOT,
    SPECTATOR_FREE,
    SPECTATOR_FOLLOW,
    SPECTATOR_SCOREBOARD
} spectatorState_t;

typedef enum {
    TEAM_BEGIN,		// Beginning a team game, spawn at base
    TEAM_ACTIVE		// Now actively playing
} playerTeamStateState_t;

typedef struct {
    playerTeamStateState_t	state;

    int			location;

    int			captures;
    int			basedefense;
    int			carrierdefense;
    int			flagrecovery;
    int			fragcarrier;
    int			assists;

    float		lasthurtcarrier;
    float		lastreturnedflag;
    float		flagsince;
    float		lastfraggedcarrier;
} playerTeamState_t;

// the auto following clients don't follow a specific client
// number, but instead follow the first two active players
#define	FOLLOW_ACTIVE1	-1
#define	FOLLOW_ACTIVE2	-2

// client data that stays across multiple levels or tournament restarts
// this is achieved by writing all the data to cvar strings at game shutdown
// time and reading them back at connection time.  Anything added here
// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
typedef struct {
    team_t		sessionTeam;
    int			spectatorTime;		// for determining next-in-line to play
    spectatorState_t	spectatorState;
    int			spectatorClient;	// for chasecam and follow mode
    int			wins, losses;		// tournament stats
    qboolean	teamLeader;				// true when this client is a team leader
    // Navy Seals ++
    int			waiting;
    // Navy Seals --
} clientSession_t;
// Navy Seals ++
typedef struct weapon_modification_s
{
    qboolean lasersight;	// got a lasersight??
    qboolean silencer;		// got a silencer?
    qboolean scope;		// if gun got a scope (max 2x for smg / rifles)
    qboolean bayonet;		// gun got a bayonet attached?
    qboolean gl;
    qboolean duckbill;
    qboolean flashlight;
} weapon_modification_t;


// Seal Skins
typedef enum {

    SKIN_S_CURTIS,
    SKIN_S_BRUCE,

    SKIN_S_MAXSKINS
} sealSkins_t;

typedef enum {
    SKIN_T_JAMAL,
    SKIN_T_MUSTAFA,

    SKIN_T_MAXSKINS
} tangoSkins_t;


// this is the inventory of the client (persistant!)
typedef struct {
    int	primaryweapon;			// selected primary weapon
    int	secondaryweapon;		// selected secondary weapon
    int	powerups[MAX_POWERUPS];		// selected powerups
    int	ammo[WP_NUM_WEAPONS];		// selected ammo

    int faceskin;
    qboolean face_camo;         // only for seals
    qboolean face_mask;
    /* qboolean face_tatoo; */// only for tangos
    int headstyle;

    weapon_modification_t weapon_mods[WP_NUM_WEAPONS];	// weapon modifications
} ns_inventory_t;


typedef struct {
    int	technical;
    int strength;
    int	stealth;
    int	stamina;
    int	speed;
    int	accuracy;
    int playerclass;
    int	xp;
    int	entire_xp;
    int	style;

    qboolean is_defconx_cap;
    qboolean is_defconx_hat;

    int	is_democritus;
    int	is_ogun;
    int	is_hoak;
} playerclass_t;

// Navy Seals --
//
#define MAX_NETNAME			36
#define	MAX_VOTE_COUNT		4
#define MAX_QUITMSG			128

// client data that stays across multiple respawns, but is cleared
// on each level change or team change at ClientBegin()
typedef struct {
    clientConnected_t	connected;
    usercmd_t	cmd;				// we would lose angles if not persistant
    qboolean	localClient;			// true if "ip" info key is "localhost"
    qboolean	initialSpawn;			// the first spawn should be at a cool location
    //qboolean	predictItemPickup;	// based on cg_predictItems userinfo
    qboolean	pmoveFixed;			//
    char		netname[MAX_NETNAME];
    int			maxHealth;			// for handicapping
    int			enterTime;			// level.time the client entered the game
    playerTeamState_t teamState;				// status in teamplay games
    int			voteCount;			// to prevent people from constantly calling votes
    int       lmt;						// level time of the last message
    qboolean	teamInfo;					// send team overlay updates?
    // Navy Seals ++
    int					activeMenu;
    ns_inventory_t		nsInven;
    playerclass_t		nsPC;
    int					teamKills;
    int					lastTeamKill;
    qboolean			antiLag;					// anti-lag on or off
    qboolean			autoReload;					// atuo-reload
    qboolean			useBandage;					// use bandage
    char				quitMsg[MAX_QUITMSG];			// quitmessage
    char				character[MAX_NETNAME];			//
    int					radarUpdateTime;
    int					nextRadarUpdate;
    int					lockedPlayer;	// will not spawn for X rounds
    int					killedByMate;
    int					killedByMateClientNum;
    // Navy Seals --
} clientPersistant_t;

#include "g_seals.h"

// this structure is cleared on each ClientSpawn(),
// except for 'client->pers' and 'client->sess'
struct gclient_s {
    // ps MUST be the first element, because the server expects it
    playerState_t	ps;				// communicated by server to clients

    // the rest of the structure is private to game
    clientPersistant_t	pers;
    clientSession_t		sess;

    qboolean	readyToExit;		// wishes to leave the intermission

    qboolean	noclip;

    int			lastCmdTime;		// level.time of last usercmd_t, for EF_CONNECTION
    int     lastChatTime;				// level.time of last chat command
    // we can't just use pers.lastCommand.time, because
    // of the g_sycronousclients case
    int			buttons;
    int			oldbuttons;
    int			latched_buttons;

    vec3_t		oldOrigin;

    // sum up damage over an entire frame, so
    // shotgun blasts give a single big kick
    int			damage_armor;		// damage absorbed by armor
    int			damage_blood;		// damage taken out of health
    int			damage_knockback;	// impact damage
    vec3_t		damage_from;			// origin for vector calculation
    qboolean	damage_fromWorld;			// if true, don't use the damage_from vector

    int			accuracy_shots;		// total number of shots
    int			accuracy_hits;		// total number of hits



    //
    int			lastkilled_client;	// last client that this client killed
    int			lasthurt_client;	// last client that damaged this client
    int			lasthurt_mod;		// type of damage the client did

    // timers
    int			respawnTime;		// can respawn when time > this, force after g_forcerespwan
    int			inactivityTime;		// kick players when time > this
    qboolean	inactivityWarning;			// qtrue if the five seoond warning has been given
    int			rewardTime;		// clear the EF_AWARD_IMPRESSIVE, etc when time > this

    int			airOutTime;

    int			lastKillTime;		// for multiple kill rewards

    qboolean	fireHeld;			// used for hook
    gentity_t	*hook;				// grapple hook if out

    int			switchTeamTime;		// time the player switched teams

    // timeResidual is used to handle events that happen every second
    // like health / armor countdowns and regeneration
    int			timeResidual;

#ifdef MISSIONPACK
    gentity_t	*persistantPowerup;
    int			portalID;
    int			ammoTimes[WP_NUM_WEAPONS];
    int			invulnerabilityTime;
#endif

    char		*areabits;
    // Navy Seals ++
    // i promise i'll do this clientside once
    int			bleed_num; // number of wounds
    vec3_t	 bleed_loc[32];		   // bleed @?
    float		bleed_delay[32];   // how long until next bleed for wound
    int			bleed_point[32]; // these keep , once setted
    int			bleed_methodOfDeath[32]; // so we know what killed me!
    gentity_t *bleed_causer[32];	   // who killed me?
    int			bleeding;  // bleeding?

    navyseals_t	ns;
    gentity_t   *pTarget;
    int			iMode;
    int			iCameraNextUpdate;
    vec3_t		vWatchOrigin;

    int			weaponangle[3];
    qboolean	weaponangle_changed[3];
    int			weaponanglestate[3];
    int			weaponshots;

    int			knife_kills;
    int			linkedto;


    qboolean	crosshairFinishedChange;
    qboolean	crosshairFadeIn;
    qboolean	crosshairState;
    int			crosshairTime;

    qboolean	unstuck;

    // Anti-lag information
    gantilag_t		antilag[MAX_ANTILAG];
    gantilag_t		antilagUndo;
    int				antilagHead;

    int			legdamageTime;
    int			legdamage;

    // Navy Seals --
};



void Team_SetFlagStatus( int team, flagStatus_t status );

//
// this structure is cleared as each map is entered
//
#define	MAX_SPAWN_VARS			64
#define	MAX_SPAWN_VARS_CHARS	2048

typedef struct {
    struct gclient_s	*clients;		// [maxclients]

    struct gentity_s	*gentities;
    int			gentitySize;
    int			num_entities;		// current number, <= MAX_GENTITIES

    int			warmupTime;			// restart match at this time

    fileHandle_t	logFile;

    // store latched cvars here that we want to get at often
    int			maxclients;

    int			framenum;
    int			time;					// in msec
    int			previousTime;				// so movers can back up when blocked
    int			frameStartTime;				// the time the frame started.

    int			startTime;				// level.time the map was started

    int			teamScores[TEAM_NUM_TEAMS];
    int			lastTeamLocationTime;		// last time of client team location update

    qboolean	newSession;				// don't use any old session data, because
    // we changed gametype

    qboolean	restarted;				// waiting for a map_restart to fire

    int			numConnectedClients;
    int			numNonSpectatorClients;	// includes connecting clients
    int			numPlayingClients;	// connected, non-spectators
    int			sortedClients[MAX_CLIENTS]; // sorted by score
    int			follow1, follow2;	// clientNums for auto-follow spectators

    int			snd_fry;				// sound index for standing in lava

    int			warmupModificationCount;	// for detecting if g_warmup is changed

    // voting state
    char		voteString[MAX_STRING_CHARS];
    char		voteDisplayString[MAX_STRING_CHARS];
    int			voteTime;				// level.time vote was called
    int			voteExecuteTime;			// time the vote is executed
    int			voteYes;
    int			voteNo;
    int			numVotingClients;		// set by CalculateRanks

    // team voting state
    char		teamVoteString[2][MAX_STRING_CHARS];
    int			teamVoteTime[2];		// level.time vote was called
    int			teamVoteYes[2];
    int			teamVoteNo[2];
    int			numteamVotingClients[2];// set by CalculateRanks

    // spawn variables
    qboolean	spawning;				// the G_Spawn*() functions are valid
    int			numSpawnVars;
    char		*spawnVars[MAX_SPAWN_VARS][2];	// key / value pairs
    int			numSpawnVarChars;
    char		spawnVarChars[MAX_SPAWN_VARS_CHARS];

    // intermission state
    int			intermissionQueued;		// intermission was qualified, but
    // wait INTERMISSION_DELAY_TIME before
    // actually going there so the last
    // frag can be watched.  Disable future
    // kills during this delay
    int			intermissiontime;		// time the intermission was started
    char		*changemap;
    qboolean	readyToExit;			// at least one client wants to exit
    int			exitTime;
    vec3_t		intermission_origin;	// also used for spectator spawns
    vec3_t		intermission_angle;

    qboolean	locationLinked;			// target_locations get linked
    gentity_t	*locationHead;			// head of the location list
    int			bodyQueIndex;	// dead bodies
    gentity_t	*bodyQue[BODY_QUEUE_SIZE];
#ifdef MISSIONPACK
    int			portalSequence;
#endif
    // Navy Seals ++
    int			roundstartTime;
    int			num_objectives[TEAM_NUM_TEAMS];
    int			done_objectives[TEAM_NUM_TEAMS];
    int			bombs[TEAM_NUM_TEAMS];
    qboolean	vip[TEAM_NUM_TEAMS];
    int			vipTime;
    int			winTime;
    int			fields[TEAM_NUM_TEAMS];
    int			xpTime;
    char		lastmap[MAX_QPATH];
    char		nextmap[TEAM_NUM_TEAMS][MAX_QPATH];
    int			looseCount; // how often the team lost
    team_t		lastLooser;	    // which team lost
    int			drawWinner;

    int			breathsnd_male;
    int			breathsnd_female;
    int			breathsnd_injured;

    gentity_t	*head_bbox[MAX_CLIENTS]; // these represent the head bounding box

    int nextupdatetime; // next time the irc-cvars get updated

#define MAX_MAPCYCLE		64
    int		mapCycleNumMaps;
    char	mapCycleMaps[MAX_MAPCYCLE][128];

    headgear_t	sealHeadgear;
    headgear_t	tangoHeadgear;

    int		squadRespawnTime;
    // Navy Seals --
} level_locals_t;

//
// g_gameentities.c
//
void		assault_link_all( qboolean unlink );

//
// g_seals.c
//
void		NS_CorrectWeaponAim( gentity_t *ent );
void		NS_BackupWeaponAim( gentity_t *ent );

//
// g_spawn.c
//
qboolean	G_SpawnString( const char *key, const char *defaultString, char **out );
// spawn string returns a temporary reference, you must CopyString() if you want to keep it
qboolean	G_SpawnFloat( const char *key, const char *defaultString, float *out );
qboolean	G_SpawnInt( const char *key, const char *defaultString, int *out );
qboolean	G_SpawnVector( const char *key, const char *defaultString, float *out );
void		G_SpawnEntitiesFromString( void );
char *G_NewString( const char *string );

//
// g_cmds.c
//
void Cmd_Score_f (gentity_t *ent);
void StopFollowing( gentity_t *ent );
void BroadcastTeamChange( gclient_t *client, int oldTeam );
void SetTeam( gentity_t *ent, char *s );
void Cmd_FollowCycle_f( gentity_t *ent, int dir );

//
// g_items.c
//
void G_CheckTeamItems( void );
void G_RunItem( gentity_t *ent );
void RespawnItem( gentity_t *ent );

void UseHoldableItem( gentity_t *ent );
void PrecacheItem (gitem_t *it);
gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle );
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
void SetRespawn (gentity_t *ent, float delay);
void G_SpawnItem (gentity_t *ent, gitem_t *item);
void FinishSpawningItem( gentity_t *ent );
void Think_Weapon (gentity_t *ent);
int ArmorIndex (gentity_t *ent);
void	Add_Ammo (gentity_t *ent, int weapon, int count);
void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);

void ClearRegisteredItems( void );
void RegisterItem( gitem_t *item );
void SaveRegisteredItems( void );

//
// g_utils.c
//
int G_ModelIndex( char *name );
int		G_SoundIndex( char *name );
void	G_TeamCommand( team_t team, char *cmd );
void	G_KillBox (gentity_t *ent);
gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
gentity_t *G_PickTarget (char *targetname);
void	G_UseTargets (gentity_t *ent, gentity_t *activator);
void	G_SetMovedir ( vec3_t angles, vec3_t movedir);

void	G_InitGentity( gentity_t *e );
gentity_t	*G_Spawn (void);
gentity_t *G_TempEntity( vec3_t origin, int event );
void	G_Sound( gentity_t *ent, int channel, int soundIndex );
void	G_FreeEntity( gentity_t *e );
qboolean	G_EntitiesFree( void );

void	G_TouchTriggers (gentity_t *ent);
void	G_TouchSolids (gentity_t *ent);

float	*tv (float x, float y, float z);
char	*vtos( const vec3_t v );

float vectoyaw( const vec3_t vec );

void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
void G_AddEvent( gentity_t *ent, int event, int eventParm );
void G_SetOrigin( gentity_t *ent, vec3_t origin );
void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
const char *BuildShaderStateConfig();

//
// g_combat.c
//
qboolean CanDamage (gentity_t *targ, vec3_t origin);
// Navy Seals ++
// +++++ NS:  returns the amount of damage inflicted now!
int G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
                          gentity_t *ignore, int mod);
// Navy Seals --

int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir );
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void TossClientItems( gentity_t *self );
#ifdef MISSIONPACK
void TossClientPersistantPowerups( gentity_t *self );
#endif
void TossClientCubes( gentity_t *self );

// damage flags
#define DAMAGE_RADIUS				0x00000001	// damage was indirect
#define DAMAGE_NO_ARMOR				0x00000002	// armour does not protect from this damage
#define DAMAGE_NO_KNOCKBACK			0x00000004	// do not affect velocity, just view angles
#define DAMAGE_NO_PROTECTION		0x00000008  // armor, shields, invulnerability, and godmode have no effect
#ifdef MISSIONPACK
#define DAMAGE_NO_TEAM_PROTECTION	0x00000010  // armor, shields, invulnerability, and godmode have no effect
#endif
#define DAMAGE_NO_BLEEDING		0x00000040	// don't cause bleeding

//
// g_missile.c
//
void G_RunMissile( gentity_t *ent );

gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir);
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t aimdir);
gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir, int firestrength);
gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir);
gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir);
gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir);
#ifdef MISSIONPACK
gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up );
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t aimdir );
#endif


//
// g_mover.c
//
void G_RunMover( gentity_t *ent );
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );

//
// g_trigger.c
//
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );


//
// g_misc.c
//
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
#ifdef MISSIONPACK
void DropPortalSource( gentity_t *ent );
void DropPortalDestination( gentity_t *ent );
#endif


//
// g_weapon.c
//
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
void SnapVectorTowards( vec3_t v, vec3_t to );
qboolean CheckMeleeAttack( gentity_t *ent , qboolean longrange );
//void Weapon_HookFree (gentity_t *ent);
void Weapon_HookThink (gentity_t *ent);


//
// g_client.c
//
team_t TeamCount( int ignoreClientNum, int team );
int TeamLeader( int team );
team_t PickTeam( int ignoreClientNum );
void SetClientViewAngle( gentity_t *ent, vec3_t angle );
gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
void CopyToBodyQue( gentity_t *ent );
void respawn (gentity_t *ent);
void BeginIntermission (void);
void InitClientPersistant (gclient_t *client);
void InitClientResp (gclient_t *client);
void InitBodyQue (void);
void ClientSpawn( gentity_t *ent );
void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
void AddScore( gentity_t *ent, vec3_t origin, int score );
void CalculateRanks( void );
qboolean SpotWouldTelefrag( gentity_t *spot );

//
// g_svcmds.c
//
qboolean	ConsoleCommand( void );
void G_ProcessIPBans(void);
qboolean G_FilterPacket (char *from);

//
// g_weapon.c
//
void FireWeapon( gentity_t *ent );
#ifdef MISSIONPACK
void G_StartKamikaze( gentity_t *ent );
#endif

//
// p_hud.c
//
void MoveClientToIntermission (gentity_t *client);
void G_SetStats (gentity_t *ent);
void DeathmatchScoreboardMessage (gentity_t *client);
 
//
// g_main.c
//
void FindIntermissionPoint( void );
void SetLeader(int team, int client);
void CheckTeamLeader( int team );
void G_RunThink (gentity_t *ent);
void QDECL G_LogPrintf( const char *fmt, ... );
void SendScoreboardMessageToAllClients( void );
void QDECL G_Printf( const char *fmt, ... );
void QDECL G_Error( const char *fmt, ... );

//
// g_client.c
//
char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
void ClientUserinfoChanged( int clientNum );
void ClientDisconnect( int clientNum );
void ClientBegin( int clientNum );
void ClientCommand( int clientNum );

//
// g_active.c
//
void ClientThink( int clientNum );
void ClientEndFrame( gentity_t *ent );
void G_RunClient( gentity_t *ent );

//
// g_team.c
//
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
void Team_CheckDroppedItem( gentity_t *dropped );
qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker );

//
// g_mem.c
//
void *G_Alloc( int size );
void G_InitMemory( void );
void Svcmd_GameMem_f( void );

//
// g_session.c
//
void G_ReadSessionData( gclient_t *client );
void G_InitSessionData( gclient_t *client, char *userinfo );

void G_InitWorldSession( void );
void G_WriteSessionData( void );

//
// g_arenas.c
//
void UpdateTournamentInfo( void );
void SpawnModelsOnVictoryPads( void );
void Svcmd_AbortPodium_f( void );

#include "g_team.h" // teamplay specific stuff


extern	level_locals_t	level;
extern	gentity_t		g_entities[MAX_GENTITIES];

#define	FOFS(x) ((int)&(((gentity_t *)0)->x))

extern	vmCvar_t	g_gametype;
extern	vmCvar_t	g_dedicated;
extern	vmCvar_t	g_cheats;
extern	vmCvar_t	g_maxclients;			// allow this many total, including spectators
extern	vmCvar_t	g_maxGameClients;		// allow this many active
extern	vmCvar_t	g_restarted;

extern	vmCvar_t	g_dmflags;
extern	vmCvar_t	g_fraglimit;
extern	vmCvar_t	g_timelimit;
extern	vmCvar_t	g_capturelimit;
extern	vmCvar_t	g_friendlyFire;
extern	vmCvar_t	g_password;
extern	vmCvar_t	g_needpass;
extern	vmCvar_t	g_gravity;
extern	vmCvar_t	g_speed;
extern	vmCvar_t	g_knockback;
extern	vmCvar_t	g_forcerespawn;
extern	vmCvar_t	g_inactivity;
extern	vmCvar_t	g_debugMove;
extern	vmCvar_t	g_debugAlloc;
extern	vmCvar_t	g_debugDamage;
extern	vmCvar_t	g_weaponRespawn;
extern	vmCvar_t	g_weaponTeamRespawn;
extern	vmCvar_t	g_synchronousClients;
extern	vmCvar_t	g_motd;
extern	vmCvar_t	g_warmup;
extern	vmCvar_t	g_doWarmup;
extern	vmCvar_t	g_blood;
extern	vmCvar_t	g_allowVote;
extern	vmCvar_t	g_teamAutoJoin;
extern	vmCvar_t	g_teamForceBalance;
extern	vmCvar_t	g_banIPs;
extern	vmCvar_t	g_filterBan;
extern	vmCvar_t	g_obeliskHealth;
extern	vmCvar_t	g_obeliskRegenPeriod;
extern	vmCvar_t	g_obeliskRegenAmount;
extern	vmCvar_t	g_obeliskRespawnDelay;
extern	vmCvar_t	g_cubeTimeout;
extern	vmCvar_t	g_redteam;
extern	vmCvar_t	g_blueteam;
extern	vmCvar_t	g_smoothClients;
extern	vmCvar_t	pmove_fixed;
extern	vmCvar_t	pmove_msec;
extern	vmCvar_t	g_rankings;
extern	vmCvar_t	g_enableDust;
extern	vmCvar_t	g_enableBreath;
extern	vmCvar_t	g_singlePlayer;
extern	vmCvar_t	g_proxMineTimeout;
// Navy Seals ++
extern	vmCvar_t	g_logradio;
extern	vmCvar_t	g_allowKnifes;
extern  vmCvar_t	g_maxTeamKill;
extern  vmCvar_t	g_roundTime;
extern  vmCvar_t	g_baseXp;
extern  vmCvar_t	g_teamXp;
extern  vmCvar_t	g_teamRespawn;

extern  vmCvar_t	g_leedvelocity;
extern  vmCvar_t	g_shotgunleedvelocity;

extern	vmCvar_t	g_teamlockcamera;
extern	vmCvar_t	g_testSmoke;

extern	vmCvar_t	g_minPlayers;
extern	vmCvar_t	g_squadAssault;
extern	vmCvar_t	g_antilag;

extern	int			i_sNextWaitPrint;
extern	qboolean	b_sWaitingForPlayers;
extern	int			i_sCountDown;
extern	int			GameState;
extern	int			LTS_Rounds;
// Navy Seals --
void	trap_Printf( const char *fmt );
void	trap_Error( const char *fmt );
int		trap_Milliseconds( void );
int		trap_Argc( void );
void	trap_Argv( int n, char *buffer, int bufferLength );
void	trap_Args( char *buffer, int bufferLength );
int		trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void	trap_FS_Read( void *buffer, int len, fileHandle_t f );
void	trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void	trap_FS_FCloseFile( fileHandle_t f );
int		trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
void	trap_SendConsoleCommand( int exec_when, const char *text );
void	trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
void	trap_Cvar_Update( vmCvar_t *cvar );
void	trap_Cvar_Set( const char *var_name, const char *value );
int		trap_Cvar_VariableIntegerValue( const char *var_name );
float	trap_Cvar_VariableValue( const char *var_name );
void	trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void	trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient );
void	trap_DropClient( int clientNum, const char *reason );
void	trap_SendServerCommand( int clientNum, const char *text );
void	trap_SetConfigstring( int num, const char *string );
void	trap_GetConfigstring( int num, char *buffer, int bufferSize );
void	trap_GetUserinfo( int num, char *buffer, int bufferSize );
void	trap_SetUserinfo( int num, const char *buffer );
void	trap_GetServerinfo( char *buffer, int bufferSize );
void	trap_SetBrushModel( gentity_t *ent, const char *name );
void	trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
int		trap_PointContents( const vec3_t point, int passEntityNum );
qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
void	trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
qboolean trap_AreasConnected( int area1, int area2 );
void	trap_LinkEntity( gentity_t *ent );
void	trap_UnlinkEntity( gentity_t *ent );
int		trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
int		trap_BotAllocateClient( void );
void	trap_BotFreeClient( int clientNum );
void	trap_GetUsercmd( int clientNum, usercmd_t *cmd );
qboolean	trap_GetEntityToken( char *buffer, int bufferSize );

int		trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
void	trap_DebugPolygonDelete(int id);

int		trap_BotLibSetup( void );
int		trap_BotLibShutdown( void );
int		trap_BotLibVarSet(char *var_name, char *value);
int		trap_BotLibVarGet(char *var_name, char *value, int size);
int		trap_BotLibDefine(char *string);
int		trap_BotLibStartFrame(float time);
int		trap_BotLibLoadMap(const char *mapname);
int		trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
int		trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);

int		trap_BotGetSnapshotEntity( int clientNum, int sequence );
int		trap_BotGetServerCommand(int clientNum, char *message, int size);
void	trap_BotUserCommand(int client, usercmd_t *ucmd);

int		trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
int		trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info );
void	trap_AAS_EntityInfo(int entnum, void	     /* struct aas_entityinfo_s */ *info);

int		trap_AAS_Initialized(void);
void	trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
float	trap_AAS_Time(void);

int		trap_AAS_PointAreaNum(vec3_t point);
int		trap_AAS_PointReachabilityAreaIndex(vec3_t point);
int		trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);

int		trap_AAS_PointContents(vec3_t point);
int		trap_AAS_NextBSPEntity(int ent);
int		trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
int		trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
int		trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
int		trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);

int		trap_AAS_AreaReachability(int areanum);

int		trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags);
int		trap_AAS_EnableRoutingArea( int areanum, int enable );
int		trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
                           int goalareanum, int travelflags, int maxareas, int maxtime,
                           int stopevent, int stopcontents, int stoptfl, int stopareanum);

int		trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
                                    void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
                                    int type);
int		trap_AAS_Swimming(vec3_t origin);
int		trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize);


void	trap_EA_Say(int client, char *str);
void	trap_EA_SayTeam(int client, char *str);
void	trap_EA_Command(int client, char *command);

void	trap_EA_Action(int client, int action);
void	trap_EA_Gesture(int client);
void	trap_EA_Talk(int client);
void	trap_EA_Attack(int client);
void	trap_EA_Use(int client);
void	trap_EA_Respawn(int client);
void	trap_EA_Crouch(int client);
void	trap_EA_MoveUp(int client);
void	trap_EA_MoveDown(int client);
void	trap_EA_MoveForward(int client);
void	trap_EA_MoveBack(int client);
void	trap_EA_MoveLeft(int client);
void	trap_EA_MoveRight(int client);
void	trap_EA_SelectWeapon(int client, int weapon);
void	trap_EA_Jump(int client);
void	trap_EA_DelayedJump(int client);
void	trap_EA_Move(int client, vec3_t dir, float speed);
void	trap_EA_View(int client, vec3_t viewangles);

void	trap_EA_EndRegular(int client, float thinktime);
void	trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
void	trap_EA_ResetInput(int client);


int		trap_BotLoadCharacter(char *charfile, float skill);
void	trap_BotFreeCharacter(int character);
float	trap_Characteristic_Float(int character, int index);
float	trap_Characteristic_BFloat(int character, int index, float min, float max);
int		trap_Characteristic_Integer(int character, int index);
int		trap_Characteristic_BInteger(int character, int index, int min, int max);
void	trap_Characteristic_String(int character, int index, char *buf, int size);

int		trap_BotAllocChatState(void);
void	trap_BotFreeChatState(int handle);
void	trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
void	trap_BotRemoveConsoleMessage(int chatstate, int handle);
int		trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
int		trap_BotNumConsoleMessages(int chatstate);
void	trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int		trap_BotNumInitialChats(int chatstate, char *type);
int		trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int		trap_BotChatLength(int chatstate);
void	trap_BotEnterChat(int chatstate, int client, int sendto);
void	trap_BotGetChatMessage(int chatstate, char *buf, int size);
int		trap_StringContains(char *str1, char *str2, int casesensitive);
int		trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
void	trap_BotMatchVariable(void		  /* struct bot_match_s */ *match, int variable, char *buf, int size);
void	trap_UnifyWhiteSpaces(char *string);
void	trap_BotReplaceSynonyms(char *string, unsigned long int context);
int		trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
void	trap_BotSetChatGender(int chatstate, int gender);
void	trap_BotSetChatName(int chatstate, char *name, int client);
void	trap_BotResetGoalState(int goalstate);
void	trap_BotRemoveFromAvoidGoals(int goalstate, int number);
void	trap_BotResetAvoidGoals(int goalstate);
void	trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
void	trap_BotPopGoal(int goalstate);
void	trap_BotEmptyGoalStack(int goalstate);
void	trap_BotDumpAvoidGoals(int goalstate);
void	trap_BotDumpGoalStack(int goalstate);
void	trap_BotGoalName(int number, char *name, int size);
int		trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
int		trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
int		trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
int		trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
int		trap_BotTouchingGoal(vec3_t origin, void						  /* struct bot_goal_s */ *goal);
int		trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void	  /* struct bot_goal_s */ *goal);
int		trap_BotGetNextCampSpotGoal(int num, void						  /* struct bot_goal_s */ *goal);
int		trap_BotGetMapLocationGoal(char *name, void						  /* struct bot_goal_s */ *goal);
int		trap_BotGetLevelItemGoal(int index, char *classname, void				  /* struct bot_goal_s */ *goal);
float	trap_BotAvoidGoalTime(int goalstate, int number);
void	trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
void	trap_BotInitLevelItems(void);
void	trap_BotUpdateEntityItems(void);
int		trap_BotLoadItemWeights(int goalstate, char *filename);
void	trap_BotFreeItemWeights(int goalstate);
void	trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
void	trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
void	trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
int		trap_BotAllocGoalState(int state);
void	trap_BotFreeGoalState(int handle);

void	trap_BotResetMoveState(int movestate);
void	trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void/* struct bot_goal_s */ *goal, int travelflags);
int		trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
void	trap_BotResetAvoidReach(int movestate);
void	trap_BotResetLastAvoidReach(int movestate);
int		trap_BotReachabilityArea(vec3_t origin, int testground);
int		trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target);
int		trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void	/* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
int		trap_BotAllocMoveState(void);
void	trap_BotFreeMoveState(int handle);
void	trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
void	trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);

int		trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
void	trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
int		trap_BotLoadWeaponWeights(int weaponstate, char *filename);
int		trap_BotAllocWeaponState(void);
void	trap_BotFreeWeaponState(int weaponstate);
void	trap_BotResetWeaponState(int weaponstate);

int		trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);

void	trap_SnapVector( float *v );

